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Cheapass Games in Black and White by James Ernest
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All God Worshippers Are Mad: a little book of sanity
J.P. Tate - 2013
The method employed is to take the obscurantist vocabulary of monotheism and translate it into plain language. In doing so, the book attempts to show that god worshippers themselves do not understand the things they claim to believe, and by which they live their lives. For the reader who believes in god, this polemical little volume may help them to understand why secularists get so frustrated and infuriated when in debate with god worshippers. For the secularist, this book is a reminder that not everyone is susceptible to reasoned argument. The reminder is a timely one for those who live in an era of the resurgence of Islamic Jihad. A clear understanding of the irrationality of monotheism is something which matters urgently when confronted by the global rise of religious fascism. What is said in this little book will no doubt be found impolite and overly-provocative by those authoritarian people within the politically correct establishment who conflate morality with niceness. They will probably utter the familiar refrain that we ought not to denigrate other people’s deeply and sincerely held beliefs. Instead we should live in a permanent state of apology for the crime of having minds of our own. But religions are no more above criticism than any other ideologies. They have no entitlement to a privileged status. Besides which, large numbers of god worshippers feel free to denigrate and insult everyone else’s deeply and sincerely held beliefs, so why should they have special permission to be hypocrites? Topics covered: 01. God 02. Prayer 03. Worship 04. God the Infinite 05. Immortality and Heaven 06. Soul / Spirit 07. Salvation 08. Faith 09. Spreading The Word 10. Theocracy 11. Theocracy and Nuclear Armageddon 12. God, Guilty of Genocide 13. Religion and Morality are Mutually Exclusive 14. God worship is Immoral 15. God worship is Obscene 16. Everything is God’s Fault 17. If it’s in The Book, then it Must be True 18. Claiming Incomprehensible Beliefs 19. Is Islamism the New Fascism? 20. The Moderates
Bike Repair and Maintenance for Dummies
Dennis Bailey - 2009
If you have a little or a lot of experience in using tools on your bike, this book can show you how to keep your bike in top working order, from tires to handlebars, without all the technical jargon.If biking is already a part of your life - or you'd like it to be - this book can help you tackle your own bike maintenance and repair, so you don't have to take it to the shop for routine tune-ups or call for help if you break down in the middle of nowhere. Of course, sometimes you'll need to seek expert help, so the book covers when to attack a problem yourself and when to call in the pros for backup.And although this book is written in easy-to-understand language without a lot of biking jargon, Bike Repair & Maintenance For Dummies is still a comprehensive guide. Seasoned bike riders looking for additional tips and tricks to keep their bikes in top condition won't be disappointed.This book will help you repair - and, if necessary, replace - the parts on your bicycle. You'll discover how to make basic bike repairs, such as:Removing a wheel, tire, or tubePatching a tube or fixing a tireWorking on hubs and spokesInstalling new brakes and pads or addressing other brake issuesAdjusting your saddleUsing suspension seat postsDealing with common chain problemsInspecting, cleaning, and lubricating cassettes and freewheelsAfter you nail the basics, you can dive into advanced repairs and maintenance, including:Knowing how a frame is built and inspecting one for problemsAdjusting and maintaining a bike's suspensionRemoving, installing, and adjusting the rear and front derailleursRemoving and installing shiftersTaping your handlebarsAdjusting and overhauling your headsetGet your copy of Bike Repair & Maintenance For Dummies to learn all of that, plus tips on staying safe, ensuring your bike is always a good fit for you, and improving your bike's performance.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux